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Virtual Reality Explained

So what is virtual reality? In it’s simplest form, virtual reality (VR) is tricking the mind into thinking it is in a different, virtual environment. This is accomplished via a headset that uses motion sensors to accurately simulate head movement within this virtual reality. Combine the visual effect with sound and you’re 3/4 of the way there when it comes to simulating the environment.

This new virtual environment can provide you with an experience unlike any other. One second you can be in the middle of a Cirque de Soleil concert, the next you’re skydiving 10000 feet above the earth. As cliche as it sounds, you really have to experience it to believe it.

Early virtual reality headsets failed to catch on due to the technology not being advanced enough to simulate real, digital environments. Recently however, new technological advancements such as faster computers, graphic cards and high density OLED screens have made the simulations much more realistic.

Frequently Asked Questions

Why are besthesda not patching fallout 4 vr and doom vr?

I regret buying Doom VFR and I can't get a refund because I didn't buy it directly through Steam. I assumed incorrectly that they would tweak the weapon controls since the control scheme was obviously ported from the Move controllers (weapons feeling a bit off because of how one holds the Move controllers). Rush out two crappy VR games just to support their lawsuit, sigh.

Will we ever get vr?

I think Microsoft is holding off until some standards emerge. There's too many competing platforms out there. They got burned pretty bad going all-in on HD-DVD when Blu-Ray became the standard. Anyone still have a 3D television?

Anyone excited for vr racing?

yeah. i had my dk2 for about 1,5 years until i sold it in december because i knew the consumer version are nearly there. wanted to get some money back. (which worked great)

the sad part about selling my dk2 is i only tried simracing once on a monitor since then but i simply cant go back to monitor racing. so i havent raced in months and i am soooo tired of waiting for my cv1 :-(

i have about 175 races with the dk2 in iracing with an irating of 3500-4000 so i would say i am competetive with it. i only had a few races in iracing under my belt before my dk2 came and iracing added support and i was at an irating of about 1800 i guess. i personally can say that the dk2 made me more competetive. more car control, more spatial awareness and better sense of speed. on top of that its simply more fun since you are in the car and not in front of your monitor(s)

when i first received my dk2 i made a video with it and for speed. its not really a review but i try to tell what i can see and how i fell about it. (with my somewhat broken english)

one thing to add is that it is highly subjective. there are simracers who can cope with the low resolution and simracers who cant. its something everybody has to try for himself, for me perosnally it wasnt such a big tradeoff since the immersion is soooo much better. the thing that pulled me out the most in the beginning was the screendooreffect, but that shoudnt be a problem with the consuemr versions anymore. resolution will still be low compared to monitor racing though.

Is it possible to watch adult vr movies on the ps vr?

1. Get Little Star app.
2. Download VR porn.
3. Save to thumb drive, renaming as appropriate (you'll have to look up the naming conventions.)
4. Plug thumb drive into PS4.
5. Load up Little Star app.
6. Play file.
7. Fap to your heart's content.
8. Hide all evidence from wife/girl friend... they wouldn't understand.

Vr fps players destroy vr fps players?

he additional movement options would skew defense and heavily skew tightly-packed areas in favor of VR users, and it would be a foregone battle if VR-players are defending a closed area against non-VR players. The unlimited number of firing angles mixed with precisely fitting to any cover means that a VR-use can adapt to the environment much, much more than their non-VR counterparts.

Example 1: A VR player and non-VR player meet at a standard corner. For the non-VR player to attack and shoot around the corner, he will expose at least half of his character. A VR player can shoot around the corner with only about a fifth of his character even if he doesn't just point his gun around the corner and fire blind. Here, a clear advantage goes to the VR player.

Example 2: A VR player and a non-VR player are on opposite sides of a wall filled with randomly-placed holes and trying to kill each other. The non-VR player can only aim his weapon from standing and crouching height, meaning that there are very large blind spots in his potential firing arcs due to not all holes being conveniently placed if he can shoot through them at all. Since the VR-player can fire from any weapon height, he can get full arcs from every hole he can reach.

Example 3: A VR player and a non-VR player see each other across a perfectly flat field. The VR player finally gets his sight picture correct as he gets shot a second time by the non-VR player, who not only dropped to a crouch much faster than the VR player, but the game gave him with a good sight picture as soon as he wanted it and all he had to do was line it up. He also did not have to content with his hand's unsteadyness, since a gun affected by two hands shaking as they are held in air without being braced against something will always be a pain to use at range.

Example 4: A VR player and a non-VR player both see eachother at short distance as both emerge from opposite sides of a cardboard fence. They both break for the nearest cover that will actually stop bullets, a couple meters of open ground away. As the VR player sprays bullets at the non-VR player while making a slightly snakey line towards the cover due to his panic, the non-VR player maintains a perfectly straight line while putting round after round into the VR player.

These examples may seem specific, but all gun engagements where VR players go up against non-VR players will be more decided by these principles than by skill. Mouse and keyboard is designed for things that gaming needs, while arms were designed with the assumption that things would weigh a decent amount, a superfluous design choice for VR. Overall, VR is vastly better for positioning, but lacks the precision and speed of mouse and keyboard.

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